Nothing stays dead in Fantasma. Its Tokens come back after being destroyed, punish the Tokens that beat them, and turn the Dead Wallet into a second hand.
Fantasma rarely wins the first turns; it wins the duel because the opponent runs out of answers before you run out of Tokens.
Fantasma is also the faction of Chapter I of the Campaign, The Mist Market, so it is the first one most players meet.
The plan
- Trade freely in the first turns. Your small Tokens are happy to be destroyed: many of them bring something back when they fall.
- Make every destruction cost the opponent. Cards that weaken or punish the Token that destroyed them wear the enemy board down.
- Land one wall the opponent cannot remove, then win slowly.
Cards to look at
The finisher
- Mistery (level 6, Legendary): cannot be destroyed in battle, and the Tokens it destroys are banished instead of going to the Dead Wallet. A wall your opponent must answer with an effect.
Level 5 threats
- Chucky: the first time it is destroyed, it comes straight back.
- Pantheon God's Genesis: on summon, destroys the enemy Token with the highest ATK, for 10 CP.
- FORTUNE FAVOURS THE BRAVE: once per turn, pay 25 CP to halve your opponent's CP. Strong when you are ahead, risky when you are low.
The comeback core (levels 1 to 4)
- Cry: the Token that destroys it in battle loses 10 ATK for good.
- Puush Mery: the first time it would be destroyed, it returns to your hand instead.
- PawsFlow: once per game, when destroyed, brings a level 1 Token back from your Dead Wallet.
- To the Moon: when destroyed, summons a level 1 Token from your deck.
- Ulti: when destroyed, returns a random Common Event from your Dead Wallet to your hand.
- Christmas Pigeon: draws a card when summoned.
- Ultimate Degree: on summon, takes 6 ATK from one enemy Token and 6 DEF from another.
- Cro Dragons: attacks twice per turn, but never directly; it clears small defenders.
Handle with care
- LetsCRO: while it is on the field, no Token can be sacrificed, including yours. It can freeze an opponent who is about to call a giant, but it also stops your own level 5 to 7 Tokens.
- Cronies: both players lose 10 CP when it is summoned.
Cards to look at, not a list of the best cards or of what a pack holds. Only cards already revealed are named.
Events that fit Fantasma
Events belong to no faction, but some match the Fantasma plan very well: Genesis Block and Hard Fork bring a Token back from the Dead Wallet, Dead Cat Bounce does the same for a small one. All Events are explained on the Events page.
A 40-card starting plan
| Part | Count |
|---|---|
| Fantasma Tokens of level 1 to 4 (the comeback core) | 18 to 20 |
| Level 5 Tokens | 5 to 6 |
| Level 6 and 7 Tokens | 3 to 4 |
| Events (recursion first) and Personas | 10 to 12 |
Fill gaps with Tokens of another faction if your collection is short: a mixed deck works. The general rules behind these numbers are in the deck building guide.
Playing against Fantasma
Banish effects (Delisting is one) remove a Fantasma Token for good. Count what is in their Dead Wallet before you commit your big attack.
More on every faction on the factions page.